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  #21  
Old 08-07-2013, 04:47 PM
Tecmos Deception Tecmos Deception is offline
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Originally Posted by Widan [You must be logged in to view images. Log in or Register.]
Charm doesn't last long at all before 24, and runes I-III won't be absorbing more than a round and a half, you will be sitting down to heal leveling an enchanter.
I don't need to be told about basic enchanter mechanics! [You must be logged in to view images. Log in or Register.]

But yeah, generally when I post I'm talking about the game at 60 (or at least at 50+) because that's where a lot of people are and where everyone is heading towards and because no one every posts and asks "Hey guys, which duo is better at levels 1-20?"

That aside, charm doesn't need to last long to be used effectively, playing to minimize a chanter's weaknesses at low levels means you aren't getting hit (much) such that you need runes or have to worry about waiting on hp regen even when your mana bar is full.
  #22  
Old 08-07-2013, 04:57 PM
Tecmos Deception Tecmos Deception is offline
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Originally Posted by turbodog [You must be logged in to view images. Log in or Register.]
If could only pick between Enchanter/Shaman or Enchanter/Enchanter (no alternatives), which would be more fun? Which would level faster?

Assuming you are in a zone and you don't die, Enchanter/Enchanter would obviously level faster with 2 pets to bash on everything.

Would Enchanter/Shaman be more efficient overall, though, because of SoW and healing, etc? Or would you not die on Enchanter/Enchanter anyway because of all the CC?
Ok, I'm trying to be on point. I think I'm just grumpy atm because minecraft is the background and my mob farm is broken because these fucking dispensers keep getting messed up.

Both fun. Ench+sham is more steady and stable of a combo, since you have only 1 pet who can turn on you at any given time (whose MR is double debuffed) and you get heals and the sham is pretty tough. At 60 things change dramatically if you want to take advantage of a shaman's torpor+canni+med ticks potential, but that's a long ways off. Ench+ench will be more "living on the edge." You'll kill more things faster, but you'll also be more likely to run into trouble if you aren't both always really on your toes and doing everything you can to be ready for nasty situations (like both pets breaking at once just as one of you botches a pull and gets adds). Even when you do everything right, ench+ench will sometimes get screwed by terrible luck with resists and/or charm durations... although even double charm breaks during a bad pull is something two enchanters could walk away from at high levels thanks to how awesome CC and chanter mana regen with theft of thought can be.

Overall they probably would level equally quickly. Sow is handy, but in the bottom of dungeons where enchanters can hang out to get the best xp bonuses and loot you can't usually cast it anyway. Heals are great, but proper play with two enchanters practically eliminates the need for them.
Last edited by Tecmos Deception; 08-07-2013 at 05:00 PM..
  #23  
Old 08-08-2013, 03:46 PM
turbodog turbodog is offline
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Originally Posted by Tecmos Deception [You must be logged in to view images. Log in or Register.]
Ok, I'm trying to be on point. I think I'm just grumpy atm because minecraft is the background and my mob farm is broken because these fucking dispensers keep getting messed up.

Both fun. Ench+sham is more steady and stable of a combo, since you have only 1 pet who can turn on you at any given time (whose MR is double debuffed) and you get heals and the sham is pretty tough. At 60 things change dramatically if you want to take advantage of a shaman's torpor+canni+med ticks potential, but that's a long ways off. Ench+ench will be more "living on the edge." You'll kill more things faster, but you'll also be more likely to run into trouble if you aren't both always really on your toes and doing everything you can to be ready for nasty situations (like both pets breaking at once just as one of you botches a pull and gets adds). Even when you do everything right, ench+ench will sometimes get screwed by terrible luck with resists and/or charm durations... although even double charm breaks during a bad pull is something two enchanters could walk away from at high levels thanks to how awesome CC and chanter mana regen with theft of thought can be.

Overall they probably would level equally quickly. Sow is handy, but in the bottom of dungeons where enchanters can hang out to get the best xp bonuses and loot you can't usually cast it anyway. Heals are great, but proper play with two enchanters practically eliminates the need for them.
Thanks for the advice, this was a big help. I was mostly worried that Shaman + Enchanter would be significantly slower... sounds like that's not the case. [You must be logged in to view images. Log in or Register.]

Only problem now is my friend got to level 2 on his Enchanter and gave up and said it was too slow... so I guess I might solo anyway!

I hope you got your minecraft farm fixed!
  #24  
Old 08-08-2013, 03:57 PM
ncapatina ncapatina is offline
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Why shaman over a druid or cleric out of curiosity? I guess I could buy the SoW argument, but a druid can provide that, plus ports and better nuking.

Shaman might be more efficient DPS but it's also DoT based which prevents you from any mez/nuke type strats. Not to say druids don't use a lot of DoTs as well, but they are definitely more nuke friendly.

I went ench/cleric with my brother mostly because of being 2/3 of the holy trinity should we want to do some dungeons with a group. I'm low level now, but I think fighting undead will provide opportunity for me to contribute decent DPS if the situation calls for it.

Don't underestimate having rezzes either as a utility. I find it not all that difficult to find a friendly druid, shaman or ranger to toss me a SoW but good luck getting a cleric to come rez you.
  #25  
Old 08-08-2013, 04:26 PM
Chrysus Chrysus is offline
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Originally Posted by Tecmos Deception [You must be logged in to view images. Log in or Register.]
<cut>
Heals are great, but proper play with two enchanters practically eliminates the need for them.
I understand what you mean, but it's just silly to think/suggest this way really, even more so for an long term exp'ing duo. You had a full self-CR setup outside HS during your 55+ time, so you know as well as any bad luck happens, and it is going to happen a lot during the 1-60 journey/grind so having a means to deal with it should always be a major consideration.

Back to the original question, I don't know why a duo would both play the same class, you'll have some huge holes in your game, but most of all, it just seems so much less interesting. Diversity in EQ is scarse enough as it is.
  #26  
Old 08-08-2013, 08:00 PM
Malone88 Malone88 is offline
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Originally Posted by Tecmos Deception [You must be logged in to view images. Log in or Register.]
Both fun. Ench+sham is more steady and stable of a combo, since you have only 1 pet who can turn on you at any given time (whose MR is double debuffed) and you get heals and the sham is pretty tough. At 60 things change dramatically if you want to take advantage of a shaman's torpor+canni+med ticks potential, but that's a long ways off. Ench+ench will be more "living on the edge." You'll kill more things faster, but you'll also be more likely to run into trouble if you aren't both always really on your toes and doing everything you can to be ready for nasty situations (like both pets breaking at once just as one of you botches a pull and gets adds). Even when you do everything right, ench+ench will sometimes get screwed by terrible luck with resists and/or charm durations... although even double charm breaks during a bad pull is something two enchanters could walk away from at high levels thanks to how awesome CC and chanter mana regen with theft of thought can be.
Well stated, Tecmos. Personally, I'm nervous duo'ing with a hasted pet without a healer backup, but maybe thats just me. The room for error, as you stated, is next to nil with two chanters. One of them gets beat down and you basically gotta sit and regen. I'd sacrifice a bit of DPS for that healer safety net...
  #27  
Old 08-08-2013, 08:24 PM
Millburn Millburn is offline
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I didn't read any of this thread, but the answer is always Enchanter / Cleric.
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  #28  
Old 08-08-2013, 09:25 PM
xassis xassis is offline
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Default It depends on who you level with.

If you had the two same people try Sham+Enc and Enc+Enc, and their skills are matched, I'd say Sham+Enc would be more efficient.
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  #29  
Old 08-09-2013, 12:28 AM
phobus phobus is offline
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Originally Posted by ncapatina [You must be logged in to view images. Log in or Register.]
Why shaman over a druid or cleric out of curiosity? I guess I could buy the SoW argument, but a druid can provide that, plus ports and better nuking.
The malo* spell line is the big reason to go Shaman, I think. You can get by fine without it, but it's nice to have. As for SoW, meh. It's nice at low levels, sure, but by the mid levels you've probably got Jboots, and from then on you should be doing all your grinding in dungeons anyway.

Quote:
Shaman might be more efficient DPS but it's also DoT based which prevents you from any mez/nuke type strats. Not to say druids don't use a lot of DoTs as well, but they are definitely more nuke friendly.
I rarely bother to cast any dots when I duo with an enchanter (or in most exp groups for that matter). I mean, sure I'll send my pet and maybe I'll click my epic if I didn't have anything more important to do, but it's not like I'm there to contribute DPS. That's not what an Enchanter needs in a duo partner, IMHO.

Actually, I just remembered the most important reason to duo with a Shaman - so you can be a shrunk Troll. Hell yeah!
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